Stranded: Alien Dawn

Stranded: Alien Dawn

New Earth Tech
116 Comments
Mantastic  [author] 12 Aug @ 6:59pm 
Good gravy, how the heck did I miss that? Lol.

Repair kits have been banished to the netherworld. Fixed the recipes and removed the lock requirement some had still tied to the them.
Lyfestyle 12 Aug @ 2:55pm 
Dont know if its intended but some advanced armour still needs exchange.
Mantastic  [author] 1 Aug @ 2:59pm 
My fault, there was an issue with them unlocking via the research item. That's been fixed.
Lyfestyle 1 Aug @ 2:52pm 
Yeah I've never seen the buildings either I figured they where disabled.
Mantastic  [author] 1 Aug @ 12:21pm 
There are and should be listed with the rest of the other home building options.
Vorion 1 Aug @ 8:41am 
I have unlocked reinforced wood fences, gates and defense structures, but nothing in terms of building. Is there reinforced housing components?
Also the defense / fence thingy ;)
(copy paste from Old Earth Tech)
Lyfestyle 28 Jul @ 12:57am 
All good awesome work Mr.Mantastic
Mantastic  [author] 27 Jul @ 10:47pm 
Should be fixed now. I tested it and it worked. Let me know if it does for you.

You will have to deconstruct existing containers and rebuild them from scratch for the proper access range to function.
Mantastic  [author] 27 Jul @ 9:35pm 
I confirmed it's related to the Radiation Container. Colonists will take out the resource, and then drop it on the ground instead of take it to the crafting table. Works from other storages. Looking into it.
Lyfestyle 27 Jul @ 2:15am 
Nuke Batts still drop radio mat and abort crafting.
Mantastic  [author] 26 Jul @ 8:35pm 
Fixed.
Lyfestyle 25 Jul @ 11:41pm 
The textures on the repair station are bright green for me seems bugged.
Lyfestyle 23 Jul @ 6:18pm 
I run the chemistry mod it moves around some things.
Mantastic  [author] 23 Jul @ 6:16pm 
That's really odd. There's nothing in the recipe, resource, or the mod in general that affects or changes a survivors ability to reach the soldering table. Those parameters are set in the building object.

Are you running any other mods that alter the soldering table?

I'm doing another play-through and nearing the ability to craft them. I'll see if I can replicate that.
Lyfestyle 23 Jul @ 2:59pm 
I edited the recipe 20x and with one nuke mat it allows me to craft successfully.
Lyfestyle 23 Jul @ 2:57pm 
Nuke material from a storage four squares away. log says bench becomes unreachable. All else works
Mantastic  [author] 23 Jul @ 2:33pm 
That's peculiar. There is a skill requirement to craft it, so possibly said survivor(s) doesn't meet it?

This can also happen if one of the resources needed is unavailable (i.e. already earmarked for another task or stored in a manner that they can't get to it) or is too far away. Did you notice which resource the craftsman is getting hung up on? Or if they deliver them all successfully and then their ADHD kicks in to do something else?
Lyfestyle 23 Jul @ 11:11am 
Lol cant craft the batteries the survivors begin to load the bench then leave to another task. Could this be a conflict?
Lyfestyle 23 Jul @ 12:37am 
All is well thank you.
Mantastic  [author] 22 Jul @ 11:41pm 
Do you not see it at the Soldering Table under Assemble? Just had a look and all of the unlocks look hunky dory.
Lyfestyle 22 Jul @ 9:43pm 
My be my game but after nuke battery research no ability to create battery.
Mantastic  [author] 22 Jul @ 9:58am 
All good and thanks. Enjoy!
naojlofr 22 Jul @ 4:42am 
Thanks for the reply.

It's not up to you to share the work of others. I thank you in advance for the hard work this mod must have represented, as well as for showing me the steps to follow to solve my problem.

Your mod is very good for those playing city builders, especially from the merchant scenario which allows you to regulate production excesses and deficits. As you say, you just need to build several mines.

I'm currently testing another solution to reduce the game's resource consumption and PC power: sex mods! More precisely, mods that allow you to put two people in a room instead of one, with a happiness bonus. If I can reduce my base by 20 or 25 rooms, I would be able to save enormous amounts of resources.

Thank you.
Mantastic  [author] 21 Jul @ 2:49pm 
Unfortunately, the mod is not balanced towards massive colonies of people, as that is not the way a majority of players play. It has to be balanced more towards vanilla colonist populations, with some leeway towards those who will have more, upwards of 16-20.

What you can do is build multiple mines and assign multiple colonists to them to increase production.

Otherwise, as I mentioned before, you can open the mod in Mod Editor and alter the mine's recipes to produce more to work with your own personal play style.

I may or may not release translations for them in the future using ChatGPT as an assistant since I only speak English, but I can't promise that as it'll be pretty time consuming. If your version of Stranded is localized to your language, you should be able to see the various fields in the Mod Editor in those as well.
naojlofr 21 Jul @ 2:07pm 
Hmm. When I want to build a village of about 50 people (even if I build with very fewer for practical reasons), the crystal is continuously excavated for the "Expanded Dawn" mod, I have to sell nuclear fuel in quantity to buy electronic components and processors for the "Project-X Sci-Fi Expansion", "Teleportation", and "Drones of Peace" mods, not to mention the high-tech suits for the polar maps. As for stone, wood, or metal, it depends greatly on the type of building materials planned, the type of flooring/paving, and whether or not I use the "Free Architecture" mod, which is almost mandatory for the Little Venices. Although for wood or stone, I can generally manage otherwise. Carbon and silicon consumption depend on the type of map and whether or not I want a solar roof improved. Luxury and 'Lukeh-ro bathroom" in every room cost and consums a lot...
So yes, mining is central to my economy... It's not just a supplement.
naojlofr 21 Jul @ 2:07pm 
So it's possible to change the settings depending on whether you want a challenge section, a test section, or an architecture section? Interesting. I've never dared to touch the mods for fear of making mistakes, English not being my native language, and I'm not a computer expert, but why not after all? With 159 mods, it might be time for me to get started; the instructions don't seem too long or complicated.
Well honestly even with the lower selling price I can do it, it just takes me longer because I have to export a lot more.
"I wanted to make sure the mine and Mystical Tree aren't resource cheats, just emergency options for when they're scarce or otherwise unobtainable, while still encouraging you to obtain them in other ways if you can."
Mantastic  [author] 20 Jul @ 1:51pm 
Nuclear material is still obtainable from the mine, it's just been re-balanced to primarily rely on expeditions now with the mine serving as an emergency source, same as the other resources.

I wanted to make sure the mine and Mystical Tree aren't resource cheats, just emergency options for when they're scarce or otherwise unobtainable while still encouraging you to get them in other manners if you can.

There's no plans to add anything that's deliberately OP or cheaty to this mod or the other mods I make, but you can open the mod in Mod Editor and tinker with the values to your preference there if you like.
naojlofr 20 Jul @ 7:30am 
Hello,
What's missing from this game is an optional cheat resource, like nuclear fuel was before the update.
Indeed, there are cheats for everything, but the best way to obtain hundreds of electronic components or processors is still to buy them.
I'm asking you this because you're one of the few to have created a mine.
Thank you.
naojlofr 15 Jul @ 4:42am 
@Mantastic : sorry for the mistake.
@Tigu thank you, I go to see that.
Tigu 14 Jul @ 3:15pm 
@naojlofr, you're on the wrong mod. What you're describing is in Expanded Dawn.
You get adamantium through an expedition.
To unlock it, you have to research the energy sphere and then wait for a randomly appearing expedition called "Explore the Unknown."
If you follow the progression, you'll get the resource.

And regarding Chee Tah, I'll check again if everything is working properly.
Mantastic  [author] 14 Jul @ 2:28pm 
Adamantium? That's not in this mod.

Chee Tah? I don't follow.
naojlofr 14 Jul @ 1:44pm 
Hello. After tests,
I found some bugs.
That's speak of adamantium. Where is adamantium?
And whith Chee Tah the research "battery optilmissation" can't be research.
Thank you.
Mantastic  [author] 7 Jul @ 1:35pm 
Thanks @Tigu! Your feedback was extremely helpful in crafting this big update.
Tigu 7 Jul @ 12:51pm 
Good work, one more reason for another round ;)
Masticator 7 Jul @ 10:30am 
Thank you!
Mantastic  [author] 6 Jul @ 6:52pm 
Update is now live! Enjoy everyone, and please provide feedback on any bugs or quirks I may have missed.
Mantastic  [author] 1 Jul @ 7:57pm 
2.0 is now in play-testing. Change notes posted in the Discussions topic above.
Mantastic  [author] 26 Jun @ 3:57pm 
2.0 update may be delayed a bit. Some things are taking a bit longer than expected, and System Shock 2 Remastered just got released which requires my immediate attention. :)
Lyfestyle 23 Jun @ 11:36am 
Thanks for the reply. I'm anticipating what your cooking!
Mantastic  [author] 23 Jun @ 9:55am 
I welcome them all. :)

I'll have to play with the More Storages mod to see. If it's just changing the properties to allow these weapons to be stored on the racks, it should be easy breezy.

However, the tricky part with it is I don't have the original Blender models for the weapons, and I'd need them to create separate entities of a different size if they end up not working as intended. I found a couple on Sketchfab, but that's it.

Only solution is to use new models, which is something I'm looking into. There will be some for the 2.0 update.
Lyfestyle 22 Jun @ 7:42am 
Another entitled suggestion lol jk. When something is good you want it perfect . Would it be possible have visible weapons displays? A wall rack would be crazy! How difficult would compatibility with that more storage mod the the wall shelves and wep. racks?
Mantastic  [author] 19 Jun @ 3:14pm 
Good tip. :)
Tigu 19 Jun @ 2:49pm 
For those in the middle of the game and short on time: Open the Mod Manager in the main menu, then the Mod Editor.
Right-click on the Cyberpunk mod and select "Edit." This will create a local copy of the mod, which will always be loaded first, regardless of the Steam version.
After completing your playthrough, simply return to the Mod Editor and right-click "Delete". (This only deletes the local copy, after restarting the game, you'll have the latest Steam version.)
Mantastic  [author] 19 Jun @ 9:01am 
FYI, the 2.0 update is expected to be out by 6/28. It will require a brand new playthrough due to various changes that won't carry over into an existing one. Just giving a heads up here so you can plan on finishing them.
Mantastic  [author] 16 Jun @ 9:34am 
Great! Added you.
Tigu 15 Jun @ 12:44pm 
I've looked at everything so far. I'd like to add you as a friend, then I can send you the report :D
Mantastic  [author] 11 Jun @ 12:30pm 
Appreciate it!
Tigu 11 Jun @ 12:01pm 
Sounds good ;)
After the next patch, I'll play again myself and give you detailed feedback.
Mantastic  [author] 9 Jun @ 10:36am 
I'm working on a 2.0 "New Earth Tech" version of this mod. The goal is to remove the remaining Cyberpunk labeling, redo some models, add some content and remove things that are either redundant to other mods or barely used, if at all.

Would love your feedback on some things to help make it the best it can be within the modding skill set that I have.

What are weapons/buildings/items you don't use at all, either because you don't need to or you don't feel they're useful enough?

What improvements would you recommend to existing ones?

What mid/late game tech would you like to see in this mod that isn't here already?
Tigu 8 Jun @ 1:25pm 
If i enable your battery setting, my new research is blocked.

But i have build all cyberpunk batterys with your disabled setting before and they all got the x2 bonus ( and the 2 additional upgrades of my mod ), which are all using the vanilla settings for the ElectrictBatteryOptimization, only altered multiplicators.

I think you can just delete it and be fine. :D

Thanks for the quick replys.